====== Manifesto ====== No archived "Nilgiri Manifesto" text was recovered from Wayback. This page is an honest **player editorial** summarizing design principles that show up in [[gamelaw|Game Law]], [[codelaw|Code Law]], and [[codexeconomy|Codex: Economy]] — not a claim to be a lost official document. ===== Principles we can point to ===== ==== Friendship and information ==== Game Law puts communicating and exploring first: organize campaigns, make friends, trade knowledge — or keep secrets as an advantage. Friends tracking and boards reinforce long-term social play. ==== A living note economy ==== Treasure becomes Banking Guild notes; shops use auctions and market pressure instead of only fixed mob gold tables. Codex: Economy argues for uniqueness controls and resisting runaway inflation so the world stays playable for a long time. ==== Classless growth ==== Skills and spells follow the stats you roll, not a locked class ladder. Practice and the skills tree are the progression spine. ==== Harsh but readable justice ==== Cities uphold murder / theft / looting with witnesses and courts. There is no imprisonment fantasy — conviction means death. The rules are meant to be knowable, not bureaucratic. ==== Transparent systems ==== Pseudo-dice, game time vs real time, and auto-generated spell/skill pages exist so players can visualize what the server is doing. Code Law favors Java libraries, embedded H2, and Beanshell so creators can extend the world dynamically. ==== Open connection ==== The game stays reachable with ordinary SSH: ''ssh nilgiri@nilgiri.net''. Code lives at [[https://github.com/nilgirian/Neo-Nilgiri|github.com/nilgirian/Neo-Nilgiri]]. ===== Related ===== * [[purpose|Purpose]] * [[history|History]] * [[codelaw|Code Law]] * [[gamelaw|Game Law]]